Power Core Combiner RPG outline

Ancillary, non-main-line stuff. Star Wars TF, Speed Stars, Titanium Series, Robot Heroes, that sort of thing. They're kinda neat, but we all know they're not really that important. Admit it, you know it's true.
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Gomess
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Re: Power Core Combiner RPG outline

Post by Gomess »

Kid I knew once pretended their Bumblebee was Yellow Car-Man and made up their own adventures with it

Next thing you know, Hasbro lawsuit
COME TO TFVIEWS oh you already did
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Re: Power Core Combiner RPG outline

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Dominic wrote:In real terms, the best gaming pieces would be (prohibitively expensive) decoy pieces from 25 years ago. (And, ironically, those were initially made as gaming pieces in Japan.) Legends and "Heroes of Cybertron" PVC figures could work, but not as well. Scouts would work for larger characters.
I don't understand why you're so willfully blind to the idea of using Kre-Ons. They have rudimentary mode-changing if that's necessary, can be nigh-instantly customized into an approximation of your character given the right parts, and are even the proper size to be used as tabletop minis.

Anyway, thinking Hasbro would bust us for coming up with an RPG ruleset based on their property is insanely paranoid, even for you. First of all, to relate directly to your example, fans online concocted a tabletop system for the MLP universe and countless games of that have been played, with Hasbro never touching them. Branching out, TONS of role-playing systems based on pre-existing, owned properties have been built by neutral fans and thrown up for download as text files, and no one cares because A)the actual base of people playing them is so miniscule, B)claiming the right to number designations of dice rolls and the imaginations of the people playing with them is legally insane. You're cool, jesus christ just chill out I can't believe some of the things you worry/get freaked out about.

Dom, for someone who spends a decent amount of time online, you still think in 'old-world' rules quite a bit.
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Re: Power Core Combiner RPG outline

Post by Shockwave »

Gomess wrote:Kid I knew once pretended their Bumblebee was Yellow Car-Man and made up their own adventures with it

Next thing you know, Hasbro lawsuit
Well that explains the C&D letter I got as a kid for making Windcharger leader of the Autobots before I knew about Optimus Prime.
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Re: Power Core Combiner RPG outline

Post by Onslaught Six »

One time, 86 and I were working on turning our old fanfic Ethereal Confrontations into a real story that had nothing to do with TF or even robots, when you know what? Boom. Hasbro lawsuit.
BWprowl wrote:The internet having this many different words to describe nerdy folks is akin to the whole eskimos/ice situation, I would presume.
People spend so much time worrying about whether a figure is "mint" or not that they never stop to consider other flavours.
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Re: Power Core Combiner RPG outline

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I'm pretty sure that Hasbro lawsuit over RiD2 is the reason the BWTF forums got shut down and replaced that one time.

Better than getting your kneecaps broken and your toys stolen though, I guess.
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Re: Power Core Combiner RPG outline

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After TF starting bringing in "movie money", they got more aggressive about protecting their brand. (The first crack-downs on boot-leggers started in late '07.)

And, with the MLP thing, I wanted to make sure that JT was okay with this.
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Re: Power Core Combiner RPG outline

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BWTFViews internal memes, ladies and gentlemen
COME TO TFVIEWS oh you already did
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Re: Power Core Combiner RPG outline

Post by Dominic »

Faction:
Name:
Function:

*Class: Determines size of a character. To avoid size changing, certain alternate
modes will mandate specific sizes. Additionally, size will influence drone and
Minicon interoperability. (Larger characters can control, but not merge with
smaller drones.) And, generally, larger character would have a "class advantage"
over smaller characters in contests of strength. But, smaller characters would
have an advantage in terms of speed/skill. Generally, larger robots have a +1 strength
advantage over smaller class robots. Class limits may be set by moderators.

-small: these characters would turn in to robots of ~7 feet or less. Most Minicons
would fall in to this category. +1 skill in contested rolls against large robots.
-commanders: These robots would generally stand between 10 and 20 feet tall. They
are big, but no so big that it is impossible for them to interact with humans or
to work in facilities built by humans, (even if the factility may be cramped and/or
require some degree of retrofitting). They would generally turn in to cars, trucks and
similar sized objects
-large: These robots would stand 25 to 50 feet. Large trucks, tanks and aircraft.
Robots at this size would likely have lower caps on endurance (to represent higher
power needs) but would have a significant advantage in strength over other robots.
-colossal: Upwards of 50 feet. These robots would be multi-car trains, would be
trucks that incorporated trailers in to their robot forms, turn in to large
transports (such as a C5 Galaxy) or possibly bases. Obligatory endurance and speed
modifiers for movement. Attackers must roll d12-2 against character strength in
order for an attack to be "felt". May required targets to make a courage check when
attacking. Mandated low skill.
-titanic: Generally going to include bases. These characters are generally immobile
in at least one mode, and will only transform and move under very specific
circumstances. Immune to firepower of <7 on characters colossal and larger.
Generally cannot be harmed by smaller than colossal characters. Always requires a
target to make a courage check when attacking. Mandated low skill.

*Type: ground/air/water/vacuum

*Stats: Players will be given a specific number of "stat points" by the moderator.
These points can generally be allocated across any of the standard stats. Moderators
may mandate certain minimums or ceilings for states, if only initially. (For
example: "no player character may have strenght over 8 in their default mode" or
"all characters must have rank of at least 3".) These are mandatory for any
playable character.

Strength: ability to do "heavy lifting" and inflict damage on an opponent in close
combat. May be modified by circumstance or special weapons.

Intelligence: Ability to understand and execute complex instructions, interact with
others as well as solve/understand complex problems.

Speed: Ability to complete tasks in a set amount of time as well as travel between
distances. (This stat does not include teleporting.)

Endurance: This number represents the amount of time a character can function under
duress without negative modifiers, measured in rounds. For each round over the
limit a character is, they suffer a -1 modifier to a stat (determined by d8 roll)
until they are able to be repaired/recharged. Endurance restores after a number of
rounds.

Rank: Measures a character's presence, general reputation and ability to excert
influence (formally and otherwise). Used in accepting and issuing orders as
well as negotiations.

Courage: Fortitude in the face of difficulty or peril. This stat is used to
determine if a character runs away or not. (Roll a D10 against the tested
character's courage. On a D10 roll of equal or higher, the character panics and
attempts to hide/flee.)

Firepower: They range and effectiveness of a weapon. Applies to energy projection
and ballistic weapons. Skirmish weapons use thist stat for effectiveness only, but
can generally not be used at a distance. Specific weapons may be certain conditional
modifiers.

Skill: Ability to perform fine tasks or move gracefully. Useful for launching and
avoiding attacks, as well as disarming traps.

Total possible points: 80


-------------------

And, now the fun part. Making a character. Follow the is handy guide to see how it is done. (As of now, I have yet to work out costs for equipement and alternate modes. Those would be paid for with character points, rather than stat points.)




Faction: Autobot
Name: Speedtrap
Function: Recon

Speedtrap is fast. He is generally good about being where he needs to be and leaving where he needs to not be. And, it is a good thing for him given that he is relatively lighly armed and is not terribly resistant to damage.

*Class: Commander
*Type: ground
Alternate Mode: Police Interceptor

*Stats:
These stats represent the character in their default (usually robot) form. Along those lines, they do not include alternate mode based modifiers or equipment/ability based modifiers. For the purpose of this excercise, assume that there is a limit of 40 stat points. This is generally enough to work with and to create a credible character without creating a character that is too powerful.

Strength: 4
I really do not need Speedtrap to be able to fight. Generally speaking, his job is to look for trouble, not to deal with it. He does not need to be a fighter. Similarly, he does not need to be able to lift heavy objects because he is unlikely to be in a position to do so.
Intelligence: 6
Given that Speedtrap will often find himself away from home and support, he needs to be able to think on his feet and make decisions. But, he does not need to be a genius.
Speed: 5 (+3 in vehicle mode)
Speedtrap needs to be able to keep pace with most likely opponents, but he is not unnaturally fast.
Endurance: 5 (-1 in vehicle mode)
it is likely that Speedtrap will have to scout an area or pursue an opponent for some time, so it makes sense for him to be able to do this over the course of several rounds. On the other hand, anything that is able to avoid him for more than 4 rounds is likely to be something best avoided. And, he cannot sustain his vehicle mode's top speed for too long.
Rank: 3
Speedtrap is really not terribly influential. He can deal well enough with colleagues and is generally able to get along with neutral parties. But, negotiating with an adversary or influencing somebody who is even slightly ambivalent will be a challenge.
Courage: 6
Hurtling down a highway and dangerous speeds takes nerve, especially when one is checking for enemies who are likely much stronger. A play still has the option to retreat, even if there is no stat-based need to do so. But, it is best to be able to retreat on one's own terms.
Firepower: 3
Speedtrap's Firepower is nothing to be impressed by. He can somewhat defend himself. But, his personal weaponry is unlikely to stop a significantly stronger or particularly aggressive opponent.
Skill: 8 (-2 in vehicle mode)
Speedtrap's job requires him to be able to move quickly and gracefully so as to avoid collisions. Similarly, as Speedtrap is likely to be the first "on scene", it is good for him to have the finesse needed to deal with obvious traps and the like.

Total points: 40

Mode modified stats: While transforming is a handy ability, it has costs. For example, the ability to fly generally comes at a cost in armour or firepower. In Speedtrap's case, he gets a boost to his speed in vehicle mode. But, it comes at a cost in skill and firepower.
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